In addition to the weekly event it also signals the beginning of the Expansion Phase of the campaign, where gangs can actively attack each other’s settlements.
This phase sees settlements going to war with each other, while also charting the benefits of having now fully-functioning outposts on Helicon. Gangs receive their weekly XP and settlement benefits as usual.
Gangs may now raid each other’s settlements. The Settlement Raid, Market Mayhem, and Stealth Attack scenarios can now be played.
Weekly Event: What are they?
The dead are dug up and settlers go missing in the night. Reports of grotesque things moving in the dark and dragging away bodies of the recently fallen.
After board setup and before deployment, alternate placing 6 tech-scavengers (these use the Necromunda Giant Rat stats, Book of Peril or p750).
At the beginning of the End Phase they charge any fighter within 8”, otherwise they move 2d6” in a random direction, ignoring impassible terrain (they scamper, burrow, and use hidden tunnels to move about unhindered).
If a fighter goes Out of Action, the owning player places a tech-scavenger anywhere within 6” of where the fighter when Out of Action.
You get no XP for taking out tech-scavengers, but gang that kills the most tech-scavengers during the scenario gets +D6 Salvage. In the event of a tie, nobody gets anything.
Chittering Jaws: Strength 3, Damage 1, Backstab (+1 Strength and -1AP if attacking from rear arc)
Small target: Ranged attacks suffer an additional -1 to hit, and Tech Scavengers can never be hit by Stray Shots.
Nimble: 4+ armour save that can never be modified